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Old 11-13-07, 12:51 AM   #1
Webster
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Default [REL] WEBSTER's Improved Torpedo Power for v1.4 and v1.5

this thread will be reposted since the mod has been split into two parts

Last edited by Webster; 06-19-09 at 08:31 AM.
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Old 11-19-07, 07:35 PM   #2
ReallyDedPoet
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Thanks for this


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Old 02-02-08, 09:28 PM   #3
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thank you sir.
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Old 03-05-08, 01:37 PM   #4
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Anyone know if these mods work in SH4 v1.5?
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Old 03-05-08, 02:45 PM   #5
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yeah thanks because now "medium modern split merchant"= Invincible, one took 5 torpedos to multible compartments and 20 deck gun rounds and kept floating with the decks awash....i tried it with natural sinking on and off...
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Old 03-05-08, 03:14 PM   #6
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Thanks.
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Old 03-05-08, 05:06 PM   #7
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But does this work with v1.5 of the game?
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Old 07-30-08, 08:10 PM   #8
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Question;
Would this mod still happen to work with v1.4? I recently decided to come back to SH4 and was trying to get the latest versions of my old mods. I've found them all.. but this one.. which to me is crucial. I enjoyed doing the realistic (to me) way of, popping off a couple torpedoes and when one hits. The Ship generally sinks.

I looked on WEBSTER's Filefront page but I didn't see any of the listed files. All his files are from '08.
Though there is a "WEBSTERs_Improved_US_Torpedo"
Thanks in advance.
(I apologize if there's a later fix or such staring me in the face. Being back after a year it's like a whole new forum.. kinda overwhelming.)
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Old 07-31-08, 12:57 PM   #9
Webster
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Quote:
Originally Posted by snakeyez
But does this work with v1.5 of the game?
yes it works for v1.4 and v1.5 but the german mod is used for v1.5 only

Quote:
Originally Posted by Eichkatze
Question;
Would this mod still happen to work with v1.4? I recently decided to come back to SH4 and was trying to get the latest versions of my old mods. I've found them all.. but this one.. which to me is crucial. I enjoyed doing the realistic (to me) way of, popping off a couple torpedoes and when one hits. The Ship generally sinks.

I looked on WEBSTER's Filefront page but I didn't see any of the listed files. All his files are from '08.
Though there is a "WEBSTERs_Improved_US_Torpedo"
Thanks in advance.
(I apologize if there's a later fix or such staring me in the face. Being back after a year it's like a whole new forum.. kinda overwhelming.)
i updated all my mods and made sure they all work with 1.5 and as far as i know they all still work fine with 1.4, if you find any that dont work with 1.4 please let me know.

i made a small change to the power levels too so you may wish to compare the versions again to get a result you like. i thought the v2 was too big a jump in strength from v1 so i went to a mod with three versions of increased torpedo strength. the test mission may not work for 1.4 because i made it using v1.5 of the game, but the mod will work for v1.4 and v1.5.

you can make your own test mission for v1.4 very easy, i just put one ship of every type as stationary targets at anchor then compared sinking results of each mod version.

Last edited by Webster; 08-17-08 at 05:00 PM.
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Old 08-07-08, 10:37 PM   #10
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Webster - As I understand it this gives more "punch" to the torpedoes but does not give a damage 'hole' in the hull of the victim - correct? Is there a way to incorporate the 'damage_metal_a.tga' of SH3, that provides great damage defects to the hull, into SH4 as replacements for the same named .dds files (and BTW, 'expl_mask01_a.tga' that provides excellent shell holes from deck gun action)? Getting tired of putting fish into vessels that sink intact.
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Old 08-08-08, 12:34 AM   #11
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Quote:
Originally Posted by Archive1
Webster - As I understand it this gives more "punch" to the torpedoes but does not give a damage 'hole' in the hull of the victim - correct? Is there a way to incorporate the 'damage_metal_a.tga' of SH3, that provides great damage defects to the hull, into SH4 as replacements for the same named .dds files (and BTW, 'expl_mask01_a.tga' that provides excellent shell holes from deck gun action)? Getting tired of putting fish into vessels that sink intact.
well yes, my mod only effects the torpedos power to do damage, it doesnt really effect the visual damage you see however the more powerfull the torpedo the larger the area that gets damaged. i concentrated on giving it more concentrated power so i didnt make the damaged area bigger but a more powerfull torpedo will do more damage to that area.

i didnt want to blow ships in half, i just didnt want to need so many torps to sink a ship.

one thing i think you are finding is the damage models on some ships suck. in the game each ship has damage zones or areas that get destroyed but not all ships work right and some have many missing damage zones so the torpedo doesnt show damage because the game doesnt "see" the hull to show the damage. in some cases the ship gets no damage at all if the torpedo hits a ship where there is a missing zone (like the very front bow of destroyers), because the game cant find anything to attatch the damage to.

a good example is the shokaku carrier, you can blow the stern wide open yet the props are undamaged and spinning away and the ship sails on at full speed. this is because the damage model for the zone containing the props is missing or broken.

from time to time some modders were talking about how to fix some of the ships but to fix these damage zones you really have to know your stuff and it takes hours of hard work plus hours more in testing for each ship and im not sure if anyone wants to commit that much time and effort to it.

here is a thread that talks about some of whats involved: http://www.subsim.com/radioroom/showthread.php?t=137911

Last edited by Webster; 08-17-08 at 05:06 PM.
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Old 08-08-08, 12:51 AM   #12
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Quote:
Originally Posted by Archive1
Webster - Is there a way to incorporate the 'damage_metal_a.tga' of SH3, that provides great damage defects to the hull, into SH4 as replacements for the same named .dds files (and BTW, 'expl_mask01_a.tga' that provides excellent shell holes from deck gun action)? Getting tired of putting fish into vessels that sink intact.
for the second part: no the game needs the dds files but using the sh3 mod as a guide you can open the corresponding sh4 dds files and try making simular changes.

i think there was a sh4 damage mod at some time ago but not sure which game version it was, i think 1.2 maybe.

but as i said above the damage is ready to be there but the game cant "see" that part of the ship to place it on.
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Old 08-08-08, 10:34 PM   #13
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Webster:
Thank you for the extended reply. I agree that the destruction zones of the ships are poorly designed, but that's beyond me and probably will be addressed by the emerging GWX team working on SH4 - more power to them.
Yes, I am talking about the absent graphics that give some display of hull damage after torpedo and deck gun attacks. I'll take a look at the SH3 .tga damage files and see it there is some way to port the appropriate parts to the .dds files - I expect one would also have to add .tex files to the texture file that incorporate the actual damage design. One problem. it's difficult to open .dds files with the graphics programs I have. any recommendations or is Photoshop the only one that works?
We'll see.
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Old 08-09-08, 12:36 AM   #14
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Quote:
Originally Posted by Archive1
Webster:
Thank you for the extended reply. I agree that the destruction zones of the ships are poorly designed, but that's beyond me and probably will be addressed by the emerging GWX team working on SH4 - more power to them.
Yes, I am talking about the absent graphics that give some display of hull damage after torpedo and deck gun attacks. I'll take a look at the SH3 .tga damage files and see it there is some way to port the appropriate parts to the .dds files - I expect one would also have to add .tex files to the texture file that incorporate the actual damage design. One problem. it's difficult to open .dds files with the graphics programs I have. any recommendations or is Photoshop the only one that works?
We'll see.
some ships in the game may not be damaged if you hit the props because of these bad damage zones. for this reason anytime you hit a ship in the props or rudder i always use free cam to quickly check to be sure i see damage like missing or a stopped propeller or i will quickly fire again before it gets too far away.

as for the dds files, use "paint.net" its a great program for modding the game.
http://www.download.com/Paint-NET/30...-10338146.html
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Old 08-09-08, 04:24 AM   #15
Rockin Robbins
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Heck, why stop at 1.5x or 2x wimpy things. Just load up my Haney's Handy Dandy Subnuclear Torpedo and be done with it. Damage models are just fine when you can reduce an aircraft carrier to a skeleton with one hit anywhere on the target. Halfway measures suck! If you want damage, go for it!
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